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Cutting Edge Technology

Page history last edited by Bethanie Wagner 2 days ago

Emerging Technologies

From Wikitechbook--the student-developed, technology textbook

 


 

Using Cutting Edge Technology in the Classroom

There are several paradigms which can be considered when thinking about cutting edge technology in the classroom. It is vital to ensure people are aware of etiquette, cyber-harassment, and copyright issues and that these Social Computing skills are being considered in Blogging projects and Wikis. Technology and integrated hardware available through Educational GamingHandheld Devices can be utilized to give students an edge in their learning environment. Augmented Reality & Enhanced Visualization provide interactive learning environments and creative ways to view data and bring it to life. Context Aware Environments & Devices are time saving tools that can be used in the classroom. The awareness of how to properly utilize these technologies will be a great benefit to education in the classroom and workplace in the future.

  • The grid
  • Mobiles and Handhelds
  • Prezi is a presentation technology that allows you to zoom in and out across a large area without having to create or use seperate slides, such as in PowerPoint.

 

Horizon Report 2009 K-12 Edition

According to the Horizon Report for 2009 K-12 edition, there are six new technologies that are on the cutting edge in the classroom. The six technologies are collaborative environments, online communication tools, mobiles, cloud computing, smart objects and the personal web.

 

  1. Collaborative Environments- Virtual classrooms are where teachers and students can work together to communicate about assignments and projects at the same time to reach a common goal.  Read more about collaborative webs. 
  2. Online Communication Tools- These tools keep students in contact with peers, teachers or experts regardless of where ever they might be. 
  3. Mobiles- Almost all students in today's classroom have some type of mobile device, in the near future, teachers hope to be able to harness these devices to be used in the classroom of tomorrow. One of the most popular mobiles that could be found in the classroom would be laptops. Here is a great example of the newest emerging mobile technology. Dell Latitude 2100 Netbooks     

     

  4.   Cloud Computing (link goes to Horizon Report): A term for networked computers that distribute processing power, applications, and large systems among many machines.

 

  1. Smart Objects- A smart object is a helpful device that is physical object that includes a unique identifier that can track information about the subject. 
  2. The Personal Web-  The Personal Web offers a collection of technologies and describes different way of thinking about online content.

 

Pulse SmartPen 

This SmartPen can optimize learning in the high school or collegiate classroom.  Take a look at this short presentation to find out more about it.

 

Social Computing

Social computing is when technology is combined with communication.  It uses many different devices and techniques to make it easier for someone to communicate with someone else.  This helps when you need to collaborate with a person on a project and you both have different schedules or you both live too far away to make it easy to meet with one another.  There are many different technologies that are used when it comes to social computing.

 

Context-Aware Environments & Devices

Context-Aware is any form of information that may be used to characterize the situation of several objects/things(person, place, physical object or computational object). Three important context-awareness behaviors that an application might exhibit is: (1) The presentation of information and services, (2) the automatic execution of a service, (3) and the tagging of context to information to be able to retrieve it later.

 

Geo-everything

Geo-everything is the connection of items including information, pictures, and videos to specific coordinates using latitute and longitude. This page describes geo-everything technologies and how these technologies can be used in the classroom.

 

Web 2.0

Web 2.0 allows users to control the formatting, information, and applications that appear on a webpage.  Through it, a webpage can become an interactive resource.  This page explains how Web 2.0 can be used to connect students and teachers in the classroom.

 

Materials for Instruction

When encountering technology in the classroom, a teacher has the tremendous opportunity to utilize an array of materials that will enhance learning environments for students. These technology materials range from e-books to augmented reality and enhanced visualization to educational gaming. Each of these materials brings a different aspect for learning capabilities.  We found a blog site by Roland Piquepaille who talks about anything from flower robots to electric eels.  He is on the cutting edge of technology and the information in the blogs is wonderful to look at for emerging technology ideas. The following video is directly related to materials for instruction because Dan Bricklin talks about his current role in developing wikicalc.  This could be amazing way for math classes to use the spreadsheet to do data analysis on any school project that are attempting to accomplish. 

  • E-Books : This page includes the advantages of electronic books for students.
  • Presentation Software: This page includes what PowerPoint and Smart Boards can  be used for.
  • Virtual Fieldtrips : This page includes what virtual fieldtrips are and links to various websites that have virtual fieldtrips.
  • Educational Gaming : This page includes examples of different types of gaming.
  • Augmented Reality & Enhanced Visualization : This page includes a video and website explaining AR. (further explanation of Augmented Reality using musical examples)
  • iPods: This page provides information on the uses of iPods in the classroom.

  • Finale: The page provides information on the use of Finale in the music classroom.

 

Questions

  1. What is an advantage of augmented reality over other technologies?
  2. Which is more serious when assigning wikis and blogs? (a) time to complete (b) the formatting (c) Cyber-Bulling
  3. Which of the is user Created Content? (a) Google (b) iTunes (c) SmartIdeas (d) Wikis

 

Answers

  1. See Augmented Reality & Enhanced Visualization
  2. (a)
  3. (d)

References

 

Developers of this wikitechbook page

  • All editors and writers: Jason (Jan 08); JasonC ; Heather Belisle and Heather Lokey (Fall '08), Jeremy, Kristen, Amber, Josh, Lacey, Brittney, Mally(SP08), Holly (Jan 09), Rachel (Jan 09), Scott and Michael (Spring 09), Scott and Sean (Spring 09), Bethanie Wagner (Fall 09)

 

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